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I sent you booth the textures for all these 4 ships, including their normal maps.
Thanks Stoian for the no fog fix!! Finally I can see the ships. So here is the latest test in campaign with Rongel's version ship included: The rust is there, but no other bug. Light map seems to be ok. http://i1232.photobucket.com/albums/...g?t=1304511626 Akita is white. Dunno why, used only what you sent me. The texture is dds with no alpha channel and is placed in the tex folder. Also her bow seems to be lower in the water than her stern. The green blankets are still a black hole. http://i1232.photobucket.com/albums/...g?t=1304511627 Here are booth ships one after another in a large convoy: http://i1232.photobucket.com/albums/...g?t=1304511624 I will have to test to add a new type .. hope it will work, or tis will be a huge problem. I just cannot edit the million generic trafic included in te game and cutomize all of them. Is just impossible as it would take me months. |
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I agree, the rust should be the last problem on the list. Fixing the light map, shadows, transparency, reflection on water are more important right now. Wish a dev could hop in and give few hints as they said importing ships is possible even if its a bit tricky.
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http://i1138.photobucket.com/albums/...-04_171653.jpg
http://i1138.photobucket.com/albums/...-04_171528.jpg Here is my version of Akita. I made it really quickly, copied the Sh4 ship folder to Sh 5, replaced Zedi's textures, didn't touch the dat-file (so the damage modelling isn't in place) but looks good to me, no need to embed I guess. Don't know if you can spot anything crucial from the small image, though. PS. Note the wrong illumination in the sunset picture :D. |
Think I found the right combination:
http://www.subsim.com/radioroom/pict...pictureid=4174 What I did: - all the embedded textures were removed for the Type 2/0 nodes below - The first Type 2/0 node uses external texture (class name_T01.tga) and it's name is cfg#TXR_class name. It is not double sided and uses linear filtering with no in memory compression. - The second Type 2/0 node uses external texture (class name_O01.tga) and it's name is cfg#TXR_class name. It is double sided and uses linear filtering with no in memory compression. - The third Type 2/0 node uses external texture (class name_N01.tga) and it's name is cfg#TXR_class name. It is double sided and uses linear filtering with no in memory compression. - Unified Render Controller settings: MediumLODDistance = 15.0 LowLODDistance = 0.0 BumpEnable = True SpecularMaskEnable = True SelfOccEnable = True UseSpecularFromDiffuse = False - the class name_T01.dds is Zedi's and is located in \data\Textures\TNormal\tex - the class name_O01.dds is stock SH4 and is located in \data\Sea\class name - the class name_N01.dds is Zedi's and is located in \data\Sea\class name This has the light shining on the right side (correct illumination), the holes show under water, the damage texture problem doesn't exist, the light map works, the rust doesn't show, and the lighting doesn't snap from dark/light or light/dark as camera moves closer/farther away from unit...looks quite excellent :D The only anomoly is when the camera is very close to the ship the lighting is turned off and the texture gets darker. You can tell that the game switched to some other light mode and all. and in bright daylight here is what it looks like: http://www.subsim.com/radioroom/pict...pictureid=4175 big difference from my previous pictures of this ship. |
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Trying another ship reveals that it's still blending the _Txx and _Oxx maps together and using that blend for final rendering. I know this because the rust showed on another ship. So to remove the rust one must edit the _Oxx file and remove it (or add more if that's the effect wanted). I don't understand why they put rust on the _Oxx map and not on the _Txx maps. I guess if you wanted the rust to be visual no matter what texture is used could be a reason why. |
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http://i1232.photobucket.com/albums/...g?t=1304522467 Problem I see is that the hull is reflecting to much of the ambient light, thats why is so white and shiny. So the ambient reflection should be a bit lowered. I had the same problem with the Elco boat when I did the first texture for her, but there I fixed it by using a much more darker texture. So the texture itself was almost black, but in game was rendered gray. Maybe I should apply the same trick here too, thats an easy fix. LE: As you can see, this problem exist only on hull and where this texture is used. The rest is rendered ok. |
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Also, again, I'm using Sh 4 guns in my ship that should be textured, but they are rendered black. Only when I go really close to the ship, it will show the textures. But does it really work for you, TDW? If you go so close to the ship as you can get, does the sunlight stay ok? And if so, do the damage graphics show underwater? Is it my settings? |
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You know, maybe this is something that we can live with but I would really like to get rid of this bug. It disables the textures on SH 4 guns too, unless you go right next to the ship. |
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